My third-year personal project: developing and optimising a particle system in DirectX 11 using geometry shaders.
The main goal was to teach myself DirectX 11 and its more interesting features, then push the system as hard as I could to see how many particles a mid-range card could sustain. I got to over 1.28 million particles at 30 fps, and around 450,000 cubes, on a GTX 460.

